Actions

Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour.

Ice Mephit Small elemental, neutral evil 1/2 100 xp

Armor class
11

Hit points
21 (6d6)

Speed
30 ft., fly 30 ft.

STR 7 (-2)

DEX 13 (+1)

CON 10 (0)

INT 9 (-1)

WIS 11 (0)

CHA 12 (+1)

Skills: Perception +2, Stealth +3

Damage Resistances: (vulnerable) bludgeoning, fire

Damage Immunities: cold, poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 12

Languages: Aquan, Auran

Challenge: 1/2 (100 xp)

Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

Actions

Frost Breath (Recharge 6). The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

Frost Troll Large giant, chaotic evil 7 2,900 xp

Armor class
16 (natural armor)

Hit points
162 (13d10 + 91)

Speed
30 ft.

STR 19 (+4)

DEX 12 (+1)

CON 24 (+7)

INT 8 (-1)

WIS 7 (-2)

CHA 8 (-1)

Skills: Stealth +4

Damage Immunities: cold

Senses: darkvision 60 ft., passive Perception 8

Languages: Giant

Challenge: 7 (2,900 xp)

Regeneration. The frost troll regains 10 hit points at the start of its turn. If the frost troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The frost troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Winter Camouflage. The frost troll has advantage on Dexterity (Stealth) checks made to hide while in snowy and icy terrain.

Actions

Multiattack. The frost troll makes two melee attacks, but can use its slam only once.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one or two targets within 5 ft., Hit: 13 (2d8 + 4) bludgeoning damage, and if the target is Large or smaller it must succeed on a DC 15 Strength saving throw or be knocked prone.